Cytomight
I've been complaining about my procrastination a lot. And procrastinating about complaining about it...
So I got in a little forum conversation about what to do with my games, namely Cytomight. So another poster and I decided to do a little contest. We both work on our games and post the result.
This should be the motivation I need to get this project running smoothly.
I've perfected the colour matching and enemy generation formulas. It's all down to the graphics, sound and level design now.
Other Projects
My monsters game is going ok too. I'm using the Lufia 2 tilesets as placeholders (since there's lots and lots of perfect 4-direction animated sprites). It just needs a token story and real graphics. I also haven't figured out how to get unit targeting to work faster... it works, but it greatly slows down the game when there's lots of units. This needs to be optimized.
I've also been thinking of making a racing game. I've noticed there are no racing RPG's, as silly as that is, so I thought I'd try to make one.
Playing Games
I recently did an LP of Secret of Mana and am currently doing a blog on Dwarf Fortress. I'm also currently hooked on Dungeon Crawl Stone Soup. I think I've played as much Desktop Dungeons as I can handle for now. I'm also eagerly awaiting the Wii release of La-Mulana and 1943 (and Descent, and Night Sky). I hate waiting. My next most anticipated game would be From Dust.
Anyways, I better get to work. Lok.
Thursday, January 27, 2011
Saturday, January 15, 2011
Cytomight is going well
Someone linked me a gameplay video of another game, Osmos. Well,damn... that's basically the same gameplay I was going for. I hate when I come up with an idea and someone else already did it.
There are some core differences though, I planned to use a strange colour blending system and have lots of powerups and cool micro-biology effects like Red Blood Cells and ENDOPLAMSIC RETICULUMS!!! And so on. I also wanted cell division to create a multi-ball sort of effect. So I won't cancel this project this yet.
I got all the colour matching (IE: Eating) done correctly save for a minor bug with the math (When looping over 255 you lose 1 pigment, but this shouldn't be an issue).
I have no idea what to do with the soundtrack though. Maybe some organic techno with lots of sploosh and splork effects or something, IDK.
Well; back to work, Lok.
There are some core differences though, I planned to use a strange colour blending system and have lots of powerups and cool micro-biology effects like Red Blood Cells and ENDOPLAMSIC RETICULUMS!!! And so on. I also wanted cell division to create a multi-ball sort of effect. So I won't cancel this project this yet.
I got all the colour matching (IE: Eating) done correctly save for a minor bug with the math (When looping over 255 you lose 1 pigment, but this shouldn't be an issue).
I have no idea what to do with the soundtrack though. Maybe some organic techno with lots of sploosh and splork effects or something, IDK.
Well; back to work, Lok.
Tuesday, January 4, 2011
New Project: Cytomight
My strategy game is coming along ok programming wise, but once again I'm getting intolerant of the placeholder graphics and sound. I need a break. That means a new project.
This game you play as a small single pixel cell (zoomed in for convenience). The game keeps track of your hue value. You can eat other cells that are closer one hue direction than the other (which eat you). After eating a cell you change colour to the average of the two cells. Cells that are very similar in colour will simply block each other.
After consuming enough cells, the character begins to grow and then the game zooms out... The "terrain" you've been fighting around is actually just bigger creatures. You can now instantly consume all smaller cells and have to match against the newer, larger enemies. Once you grow large enough you transform into an organism and escape the petri dish, the world boundary.
AI coding would be simple. Small cells would instinctively attack nearest cells. Larger cells will attack only cells they can eat and the largest cells would know to avoid cells that will eat them. Powerups could include ways to attract/repel all/some cells, the ability to split/mutate or even absorb a super cell as a new organ.
Well, let's see how it goes.
This game you play as a small single pixel cell (zoomed in for convenience). The game keeps track of your hue value. You can eat other cells that are closer one hue direction than the other (which eat you). After eating a cell you change colour to the average of the two cells. Cells that are very similar in colour will simply block each other.
After consuming enough cells, the character begins to grow and then the game zooms out... The "terrain" you've been fighting around is actually just bigger creatures. You can now instantly consume all smaller cells and have to match against the newer, larger enemies. Once you grow large enough you transform into an organism and escape the petri dish, the world boundary.
AI coding would be simple. Small cells would instinctively attack nearest cells. Larger cells will attack only cells they can eat and the largest cells would know to avoid cells that will eat them. Powerups could include ways to attract/repel all/some cells, the ability to split/mutate or even absorb a super cell as a new organ.
Well, let's see how it goes.
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